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Played Character Arce Vilihame

This character is actively played.

_Deanx_

Refugee
Supremium
Joined
Jul 9, 2024
Messages
3
Reaction score
0
Points
1
Character Information
  • Full Name: Arce Vilihame
  • Heritage / Culture: Dijara Dragonfall
  • Age: (Minimum 17) : 21
  • Gender / Pronouns: Male (He/Him/They/Them)
  • Religion: Draconism (Triton)
  • Occult: God Magic
  • Character Occupation: Travelling Warrior
Appearance Information:
  • Eye Color: Amber
  • Skin Color: Tan/White
  • Hair: Dark Gray/Black
  • Height: 7'
  • Body Type: Mesomorph body type. A strong rectangular body shape with well defined muscles and a more athletic body capable of wielding his sword.
  • Additional Features: Black horns adorn his head and black scales run up his arms and back underneath his armor. A black tail slithering behind him.
Skill Information:
  • Hobbies : Arce is a large fan of fighting, loving to hone his craft and get stronger. His free time consists mainly of training and reading. (Athletic Hobby)
  • Talents: Arce has a talent for magic. (Magic Talent)
  • Mechanics:
    • Dragonkin inherit the Mechanics from the Heritage Trait from whatever Heritage the Character is biologically made. For example, if you want to play an Ailor Dragonkin, you can take the Mechanics from the Ailor Heritage as seen on their page. There are some exceptions: Slizzar, Bralona, Mystech, and Maraya awoken from a Vault cannot be Dragonkin. Urlan can only be Dragonkin if they were Dragonkin before Urlan.
    • Dragonkin can control elements that are closely associated with their Dragonfall. Dijara Dragonkin can control sand and sunlight. Dramarys Dragonkin can control snow/ice and starlight. Aerun Dragonfall can control silver/gold and crystals. Velkaryn Dragonfall can control shadows/darkness and the wind. Control can be defined as moving around, shaping into objects, summoning, extinguishing/radiating, and more.
    • Dragonkin are closely aligned to Dragon Magic. Being made of pure life, they live extended lifespans beyond what is normal. The Immortal War has hardened Dragonkin against Mystech, causing them to take -1 HP Damage (instead of -2 HP) from Attack Emotes. However, they are threatened by beings of pure death. If a Character that has Ordial Alignment would do -2 HP Damage, they do -3 HP Damage instead.
    • Ailor are masters of languages, which is expected given their habit to culturally divides. Because so many of their languages are inter-connected, various words become more obviously related, and they also take more effort to learn other languages. If someone insults an Ailor, even in a language they do not speak, the Ailor would know, as they know most curse words or words by which to speak ill of others in all languages.
    • Ailor are the masters of the Regalian Empire, and while it has equality between all peoples and heritages, Ailor are just by virtue of being Ailor considered preferential for most government positions and judicial situations. Where possible to do with the Nobility, with Government, or with Palace decisions, Ailor will be treated preferentially over other peoples, even if their qualifications might be lesser than the other options.
    • Ailor make for excellent negotiators. Ailor gain +2 on top of every Persuasion Dice roll result, and their Persuasion Cap is also increased by +2 for every Dice Roll. These effects only apply to non-Afflicted, non-Mystech individuals, as their speech and habits are entirely fine-tuned to the more mundane aspects of global society, they must venture beyond their comfort zone to be able to reach Magic things.
    • Ailor whether by divine intervention or by sheer dump cosmic luck, always somehow end up on the right side of history. Ailor Characters when participating in Events, may sometimes stumble into an extreme luck roll that drops an additional loot item for one of the participants. This loot can be physical items, or intangible things like Divinium or an Artifactspark. Chances are higher for non-Magic using Ailor than Magic using Ailor.
    • Ailor have unusual religious flexibility due to their history. Ailor are able to follow two Religions at once, further than Religious Syncretism could allow, but this can never include Evolism or Pagan Faiths. If a second Religion is followed, the Character must declare one as "dominant" from which they receive the Religious Mechanic and Afterlife, and one "subdominant" (from which they get neither of these). Believers of the subdominant Religion can reject this faith sharing, but the Gods never will. Any other Mechanics that derive off faith will only apply to the dominant Religion.
  • Languages: Common
Backstory/Plothooks: TBD

Combat Proficiencies and Abilities
Attack Stat:
Strength
Defense Stat: Magic

Proficiency Points:

  • Strength: 7
    • Veteran Tri-Slash <Veteran>
    • Veteran AntiMagi <Veteran>
    • Force Toss <Athletic>
    • Veteran Swiftstrike <Veteran>
    • Veteran DemonSpite <Veteran>
    • Veteran Sentinel <Veteran>
    • Veteran Impurity <Veteran>
    • Veteran Stance <Veteran>
    • Steady Body <Athletic> [Free Pack]
  • Constitution: 0
  • Intelligence: 1
    • Safeguard Pack [Free Pack]
    • Tech Exchange <Tech>
  • Wisdom: 1
    • Chem Purge <Chem>
  • Dexterity: 0
  • Faith: 0
  • Magic: 5
    • Magic Bolster <Magic>
    • Magic Revive <Magic>
    • Magic Revenge <Magic>
    • Magic Warp <Magic>
    • Magic Smog <Magic>
 
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